Info: I'm taking a break from the game, until 1.1 rolls out.
So don't expect any updates until then.
Description
Tries to rebalance parts of the game which I, personally find imbalanced (multiplayer is not forgotten).
Currently the balance revolves around sensors and the early game. I don't want to play a game where the effects of FoW is negligible.
Great vision should be locked away in the tech tree, which it now is. eXploration is one of the X's in 4X, so lets explore shall we?
Version 2 reverts some of the changes from version 1. All manufacturing costs are now back to default, except the standard survey module. Sensors now have diminishing returns.
Each sensor gives -8% sensor range, which stacks with other sensors, so 5 sensors would be -40% efficiency FOR EACH sensor, AS WELL as for the cumulative amount (this is just how GC3 adds it up). So you can't stack as many now.
Also a few changes to ship hulls. Constructor/Colony modules changed a bit to void some overpowered early game strategies.
Version 1 focuses on vision, deemed too valuable for the current price of sensors.
Maintenance cost of sensors raised, to discourage early game sensor buoys, making them not-free in maintenance.
Mass cost is untouched, as I want to make sure I don't break existing designs (or AI), for now.
You want vision of the entire galaxy using standard ships? Prepare to pay for that privilege.
This release also focuses on making starbases the primary bringer of vision, rebalancing the sensor upgrades for it, buffing their range significantly. Might receive an even bigger buff later.
Installation
PC: Unrar the folder BalanceMod, so it is at the root of "My Documents\My Games\GalCiv3\Mods"
Afterwards it should look like this: "My Documents\My Games\GalCiv3\Mods\BalanceMod"
Mac: Do the same, just for the OSX equivalent folder.
-> Enable Mods in game options.
-> Start a new game.
Cumulative Changes
- Constructor Module and Colony Module increased in mass cost: 45 -> 53 (To void putting colony/constructor modules on tiny ships).
- Maintenance cost increase for survey modules 0.25 -> 1 (You won't have a lot of survey modules).
- Prototype survey module: Increased sensor range from 3 -> 6 (The Thulium justifies this - it is a prototype after all).
- Sensors:
-- Now give -8% sensor range (To prevent turn 2 Eye of Sauron cheese).
-- Maintenance increased slightly from 0,0,0.25,0.75,1.25 -> 0.25,0.5,0.75,1,1.5 (Maybe this will be reverted in the future, but it felt too cheap before).
-- Updated sensor descriptions to warn against stacking.
-- Navigational and Intersteller Sensors had the same manufacturing cost of 9 (bug?). Intersteller now costs 18 (yes Intersteller is spelled wrong (Interstellar)).
-- Sensors get a percentage bonus, depending on the map size -> Format:(ShipSensor,StarBaseSensor):
--- Tiny(-50%,-40%), Small(-40%,-30%), Medium(-25%,-15%), Large(0%,0%), Huge(+5%,+10%), Gigantic(+10%,+20%), Immense(+15%,+30%), Excessive(+20%,+40%), ---- Insane(+25%,+50%).
- Standard survey module: Increased sensor range from 3 -> 4. Upped the manufacturing cost from 18 -> 54.
- Starbase Sensors: Gets 2 times the range (I want starbases to be the primary bringer of vision, makes strategic sense to give them this job).
- Ship hulls:
-- Tiny: +10% movement.
-- Cargo: -10% sensor range.
Version / Changelog
28-05-2015 v2.2 (1.02 opt-in)
- Updated to be compatible with GC3 v1.02. All 1.02 changes have been merged into the mod.
- Constructor Module and Colony Module increased in mass cost: 49 -> 53.
23-05-2015 v2.0
- Reverted all sensor manufacturing costs.
- Constructor Module and Colony Module increased in mass cost: 45 -> 49.
- Sensors:
-- Now give -8% sensor range.
-- Updated sensor descriptions to warn against stacking.
-- Navigational and Intersteller Sensors had the same manufacturing cost of 9 (bug?). Intersteller now costs 18 (yes "Intersteller" is spelled wrong).
-- Sensors get a percentage bonus, depending on the map size -> Format:(ShipSensor,StarBaseSensor):
--- Tiny(-50%,-40%), Small(-40%,-30%), Medium(-25%,-15%), Large(0%,0%), Huge(+5%,+10%), Gigantic(+10%,+20%), Immense(+15%,+30%), Excessive(+20%,+40%),
--- Insane(+25%,+50%).
- Nerfed the starbase sensors buffed last version, as a result of the above. Now only twice as good as the default, but the map bonuses should make it better overall; or worse, but that's ok for the smaller maps.
- Updated sensor descriptions to warn against stacking.
- Ship hulls:
-- Tiny: +10% movement.
-- Cargo: -10% sensor range.
22-05-2015 v1.0
- Rebalanced ship sensors and survey modules, manufacturing cost raised by a factor of 3. This is a first pass, will probably be tweaked again.
- The prototype survey module is left untouched, as it requires Thulium. Increased sensor range from 3 -> 6. The Thulium justifies this - it is a prototype after all.
- Standard survey modules now has +1 sensor range 3 -> 4. The manufacturing cost of 54 justifies this. This will affect your starting survey ship.
- Tweaked starbase sensors upgrades. From 3,6,9,15 -> 9,18,27,45. Hopefully they will be used now. They are still heavily tech dependant.
- Maintenance cost increase for sensors. From 0,0,0.25,0.75,1.25 -> 0.25,0.5,0.75,1,1.5
- Maintenance cost increase for survey modules 0.25 -> 1.
Feedback is appreciated.
Download Latest
Thanks goes to:
JorgenCAB for showing me where some of the XML were located.